A slight pink glow surrounds the consumber, with bubbles floating off of their body, popping into liquid sugar, making the user smell like bubblegum candy.
Use up this Small straight glass with a bubbling pink fluid inside, that smells of alchohol and alot of sugar, it seems unable to spill (unless you succeed on 1d10, Difficulty 7) and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
Booger’s humor is his shield literally. Whenever he cracks a joke, an invisible barrier forms around him, absorbing damage like a twisted laugh track to his suffering. As long as the jokes keep coming, so does the protection.
Exert your Mind and spend an Action. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is A joke about himself. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Skin twists, blackened veins pulse, joints pop - too many joints on that finger, take one away.
Eyes too bright, too focused - deaden them.
Stare into them and you find your skin raising despite your common sense. Your gut screams danger, but your friend looks at you with a smile.
Too wide.
That to destroy earth's music is to create confusion;
that to wreck her appearance is to blind us to beauty;
We indulge her children within us.
Spend a minute to activate.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see black veins pulse, and skin slacken and fold away.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
Azik, holding his book in his hand, flips open to the very first page. Inscribed on it, is a language no one, not even azik can understand, yet he managed to pull together one word. "Protect", with that, letters from the page comes flying out akin to magic, arranging themselves in the air before turning into a protection barrier on the person it is casted upon.
Attested in English since 1530, from Latin prōtēctus (“covered, protected”), past participle of prōtegere (“to cover the front, protect”) from prō, prō- (“before, in front of”) + tegere (“to cover”), see tegument. Displaced native Middle English shelden, from Old English sċildan (“to protect,” literally “to shield”).
A word of benevolence, love, and understanding.
באַשיצן : Ashiten
A - Shi - Te(a)n
Exert your Mind and spend an Action or Reaction. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Culture at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. Half any Damage absorbed by the barrier is reflected back to the attacker. They may attempt to Dodge or Defend using a Desperate Defense, and their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
When Desdemona sits still, her innocuous demeanor and diminutive appearance are such that people tend to forget that she's in the room, which is extremely useful for gathering information that would otherwise be unavailable.
Exert your Mind (unless you win a coin flip) and spend an Action to activate.
You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 hour.
Theres the obvious twisted goat horns, the spaded tail, the skin turns red, and the smell of sulfur. You know the works.
Exert your Mind and spend an Action.
You transform into ________ for 3 minutes. You have access to all of your Powers while you are ________, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1. You do not suffer any Stress while transformed.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.